﻿using UnityEngine;
using System.Collections;
using System;

public enum ESkillState
{
    Prepare,    //准备
    Run,    //运行
    waitFinish, //等待结束
    Finish, //结束
}

public abstract class ISkillAction : IAction
{
    protected ESkillState eSkillState = ESkillState.Prepare;

    public ISkillAction(OwnerObj ownerObj) : base(ownerObj)
    {

    } 

    /// <summary>
    /// 设置攻击目标
    /// </summary>
    /// <param name="targetId"></param>
    public abstract void SetTarget(int targetId);

    /// <summary>
    /// 伤害
    /// </summary>
    public abstract void DoDamage(IUnitObject targetUnitObj);

}


